New Cancelled Games & Their Lost Media Added to the Archive

Removed character from Pokemon Gold & Silver?

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MajorasWrath97 has made us to notice about an interesting glitch in Pokemon Gold / Silver / Crystal: if you connect the japanese version to an english version, you mysteriously battle Giovanni, a character that you cant usually meet in the “normal” game. It seems that Giovanni was going to be in the final game, but it was taken out for some reasons.

Some more infos on the subject can be found here and here.

One day a friend brought a japanese gold version to my house, and we decided to battle to see if it worked. When the battle started instead of the pictures of our trainers, the image of Giovanni appeared. This mean that Giovanni does appear in the gold/silver version, or it was supposed to appear and he was removed from the games.

 

I remember along time ago I was battling my friend. Instead of him being his Silver character, he was Giovanni, and he sent out his Rhyhorn and it looked like a Butterfree.

Thanks to MajorasWrath97 for the contribution!

A message from Azim Germany:

Hello,
Iam from Germany and i was searching for more people who has seen Giovanni in Gold or Silver as trying to fight a friend via Link Cable.
We got both the German Silver edition and by trying to fight Giovanni apears, he sends out himself and was poisioned, his name was gift (german for poison).
Sorry for bad english
Azim Germany

Silent Hill (Climax) [PS3 – Cancelled Prototype]

Climax USA, a Santa Monica developers studio,  was working on a demo for a Silent Hill pitch for PS3. However, Konami handed over the development of a next-gen version to Double Helix Studios. As we can see in the video, for this Silent Hill prototype Climax used the same protagonist from their Silent Hill PSP game (Travis). Keep in mind that this does not mean that Travis would have been in the  final storyline, as this was just a tech demo to try to pitch for a full project and probably the story was not decided yet.

While Climax USA was closed during development of Silent Hill: Origins for PSP, the UK branch is rumored to be in charge of a remake of Silent Hill 1 for PSP and Wii.

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Momma Can I Mow The Lawn? [Gizmondo – Cancelled]

Momma Can I Mow The Lawn? was a video game which started off in development for formats such as the PlayStation 2, but after the developer Warthog Games was purchased by Tiger Telematics to produce titles for the Gizmondo handheld console, it became a Gizmondo exclusive. Tiger Telematics went bankrupt in February 2006, and the status of this game is publicly unknown.

An article from GamesAsylum.com reads: “It’s a driving title in which the vehicle of choice is a ride-on lawn mower. Why? Because you’ve found a machine which can convert grass into fuel which you can get money for. There are various places to mow, and various things trying to stop you, including gnomes which come alive at night.” [Infos from Wikipedia]

Thanks to Gamepopper101 for the contribution!

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Freefall [XBOX – Cancelled]

Freefall was an interesting project that was in development in 2002 by Ironworks Studios. It was set in the 22nd century, in a sky-city 18 miles above the earth’s surface. Gameplay begins by jumping off a building and free-falling to the ground, avoiding obstacles, people and the police along the way.  Sadly the game was cancelled while only in a prototype stage. Freefall was the “twin project” of Gemini.

Thanks to Hey Hey for the contribution!

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Ratchet & Clank Future: Tools of Destruction [PS3 – Concept]

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On Gamasutra we can read an interesting article about the development of the first Ratchet & Clank for the Playstation 3:  “One of the first features developed for Ratchet & Clank Future: Tools of Destruction was the “Groovitron” — a bomb that was part boom box and part laser light show. Throw the bomb, force your foe into spontaneous dance, and then kill him to a disco soundtrack. […]

To start, we decided to visualize the Ratchet & Clank universe PS3-style by recreating Metropolis, one of the iconic locations from our PS2 series. We did this by building a “diorama” of the city, adding vehicles, and sending a camera through it. We built our test city using the Resistance engine, stitched together a frame by frame camera fly through, and added audio effects to simulate the experience of being in Metropolis. […]

Progress was slow, but we were still making some. By the end of preproduction we had one semi-complete level that was functional but not very stable. This would eventually become “Kerchu City” […]

Establishing a design for Ratchet proved especially challenging as we considered redefining the character. He went through numerous iterations before we felt we got him right. […]

We wanted the game experience to last about 15 hours — and we achieved this — but the final scope of our game was 16 planets, 3 space combat missions, 45 minutes of cinematic animation, and single player mode only. At the end of preproduction RCF‘s design called for 25 unique planets, 5 space combat missions, 1 hour of cinematic cut scenes, a hazily-defined co-op mode, and an even more ambiguous online component.

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